Control Center #10

3 Screenshots

About This File

This map was built using no more than 10 sectors! It was started way back during Doomworld's old 10 Sector Contest but never completed in time for the deadline. Difficulties with linedefs, engine quirks, and general impatience lead me to simply abandon it soon after, which was a shame because it was (is!) a really nice map even if I do say so myself!

Fast foward almost a decade later, and I've decided to go ahead and polish this up and finish it off once and for all. I hope you enjoy the fruits of my ludicrously-delayed labor! Trust me: It's worth it! ;)

Oh, but just a warning (though hopefully at this stage you shouldn't need it): Don't try to hard to 'break' the map. You know what I mean. While I'm pretty sure I've patched up most issues, this map (in its own perverse ways) is about as close as a map can come to legitimately making the Doom engine its bitch! If you try to push it too hard (and sometimes even if you don't), don't be surprised if something goes awry. Try to play honorably (and for god's sake: No keycard or clipping cheats!) and let the map design take you where you supposed to go. For your own sake... and mine!

*Nervous whimper*

P.S. If you noclip outside the map, you'll notice on the bottom half an inaccessible/unfinished portion. That's right! This was actually going to be even bigger still, originally! I could still finish that area, in fact, but for the sake of my sanity I decided to wrap it up where I did.

File Information

Views12

Downloads9

SubmittedFebruary 13, 2009

Author

TheeXile

Base

New from scratch

Build Time

Started in 2001. Yes. The year.

Editors Used

DMapEdit (old version of the map), Doombuilder (new version)

Bugs

Towards the end there is a lift that will freeze at its lowest position if there are too many monsters left alive and roaming about elsewhere. Just be sure to kill as many as you can as you go through.

Also note that there is one part in particular where you simply do not have enough ammo to kill every Baron that floods out from the firey tunnel. You're not really meant to, anyway.

There's probably a few more lurking around that I missed. Email me if you find any. With all the abuse of linedefs going on, I'd be surprised if someone didn't find something I missed.

Description : This map was built using no more than 10 sectors!
It was started way back during Doomworld's old 10
Sector Contest but never completed in time for
the deadline. Difficulties with linedefs, engine
quirks, and general impatience lead me to simply
abandon it soon after, which was a shame because
it was (is!) a really nice map even if I do say
so myself!

Fast foward almost a decade later, and I've
decided to go ahead and polish this up and finish
it off once and for all. I hope you enjoy the
fruits of my ludicrously-delayed labor! Trust
me: It's worth it! ;)

Oh, but just a warning (though hopefully at this
stage you shouldn't need it): Don't try to hard
to 'break' the map. You know what I mean.
While I'm pretty sure I've patched up most
issues, this map (in its own perverse ways) is
about as close as a map can come to legitimately
making the Doom engine its bitch! If you try to
push it too hard (and sometimes even if you
don't), don't be surprised if something goes
awry. Try to play honorably (and for god's
sake: No keycard or clipping cheats!) and let
the map design take you where you supposed to
go. For your own sake... and mine!

*Nervous whimper*

P.S. If you noclip outside the map, you'll notice
on the bottom half an inaccessible/unfinished
portion. That's right! This was actually going
to be even bigger still, originally! I could
still finish that area, in fact, but for the sake
of my sanity I decided to wrap it up where I did.

===========================================================================
* What is included *

New levels : 1
Sounds : No
Music : No
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None (except a Boom-compatible source port)

* Play Information *

Game : DooM 2
Map # : Map01
Single Player : Designed for
Cooperative 2-4 Player : Probably not. Player starts are in, though.
Deathmatch 2-4 Player : No
Other game styles : Nope
Difficulty Settings : Yes (untested in difficulties under UV, though)

* Construction *

Base : New from scratch

Build Time : Started in 2001. Yes. The year.

Editor(s) used : DMapEdit (old version of the map), Doombuilder
(new version)

Known Bugs : Towards the end there is a lift that will freeze
at its lowest position if there are too many
monsters left alive and roaming about elsewhere.
Just be sure to kill as many as you can as you
go through.

Also note that there is one part in particular
where you simply do not have enough ammo to kill
every Baron that floods out from the firey
tunnel. You're not really meant to, anyway.

There's probably a few more lurking around that I
missed. Email me if you find any. With all the
abuse of linedefs going on, I'd be surprised if
someone didn't find something I missed.

May Not Run With : Vanilla Doom or anything that doesn't like Boom
for whatever reason (or doesn't like my linedef
abuse. :P)

Tested With : ZDoom, Boom, PRBoom

* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact. I have received permission from the original authors of any
modified or included content in this file to allow further distribution.

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I'd agree with udderdude in newstuff 338, some okay parts, interesting conveyor belts but WAY too many enemies, esp. ammosuckers like barons. Then the big pack with 5 shellboxes right behind the 20 Revenants + other monsters. 3/5.

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File Reviews

I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. I was a bit disappointed, I was expecting worse LoL.

Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.
this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?
WRONG
while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.
it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.

More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.